﻿using DL.Animation;
using DL.Characters.Player.FSM.StateMachine;

namespace DL.Characters.Player.FSM.State
{
    public class PlayerFastJumpDownState : PlayerOnGroundState
    {
        public PlayerFastJumpDownState(PlayerMoveStateMachine playerStateMachine, int property = 0) : base(
            playerStateMachine, property)
        {
        }

        public override void Enter()
        {
            base.Enter();
            ReusableData.InputMult = 0;
            ReusableData.CanRotation = false;
            ReusableData.IsJump = false;

        }

        public override void Update()
        {
            base.Update();
            StateMachine.ChangeStateByAniTag<PlayerLocomotionState>(AnimatorTag.Motion);
        }
    }
}